aseboxx.blogg.se

Ark directx 12
Ark directx 12










  1. #Ark directx 12 how to#
  2. #Ark directx 12 Pc#

The data shows that DX11 scaling does exist but at both 10, DX12 achieves better scaling than DX11. Maximum scaling wins of DX12 mGPU over DX11 mGPU:

ark directx 12

Minimum scaling wins of DX12 mGPU over DX11 mGPU: These charts show both the minimum and maximum scaling benefit an AMD or NVIDIA user with DX12 can expect over DX11, at each resolution. Here’s the actual data for 3 resolutions across one high end board from both AMD and NVIDIA. Given that our actual FPS increase was 20 over a 30fps single GPU framerate, we can confirm that 66% scaling factor is correct. Plugging in hypothetical numbers of 30fps for single GPU and 50fps for a 2 GPU setup, we get: ScalingPercentage = (MultiGpuFps / SingleGpuFps) – 1 To calculate the scaling percentage for a 2 GPU system from FPS, we can use this equation: In practice, anything over 50% is fairly good scaling. Now of course, things are never perfect, and there’s extra overhead required. Adding 3 extra GPUs for a total of 4 means the theoretical scaling percentage will be 3 * 100% = 300% increase in performance. In plain words, that means we should get a theoretical increase of 100% performance per extra GPU. If a system has two GPUs in it, our maximum theoretical ‘scaling percentage’ is 100%. That makes it a great platform to demonstrate how they used DX12 mGPU to maximize CPU efficiency and therefore mGPU performance.īefore we get to the actual data, it’s important to define what ‘scaling percentage’ (or ‘scaling factor’) is. They also have a DX11 implicit mGPU implementation.

#Ark directx 12 Pc#

The developers of Rise of the Tomb Raider on PC have implemented DX12 explicit homogeneous mGPU. Now onto the details! Maximum performance, maximum efficiency

#Ark directx 12 how to#

With Rise of the Tomb Raider, Nixxes leads the way on showing how to effectively transform CPU usage savings into maximum GPU performance using DX12 on mGPU systems. In both cases, MultiGPU in DX12 exposes the ability for a game developer to use 100% of the GPU silicon in the system as opposed to a more closed-box and bug prone implicit implementation.Įxplicit control over work submission, memory management, and synchronization gives game developers the power to provide you the fastest, highest quality gaming experience possible something only achievable with a well thought out game implementation, an efficient API, and a large amount of GPU power. For more information on heterogenous mGPU, you can read our blog posts here and here. This opens up doors to many more opportunities to using all of the silicon in your system. This is a more novel but exciting concept that game developers are still learning about. Heterogeneous mGPU differs in that the GPUs in the system are different in some way whether it be vendor, capabilities, etc. This type of mGPU is also the main focus of this post. Right now, this is effectively direct DX12 control over Crossfire/SLI systems. Currently, this is what most people think of when ‘MultiGPU’ is mentioned.

ark directx 12

Homogeneous mGPU refers to a hardware configuration in which you have multiple GPUs that are identical (and linked). Recap: What is Explicit MultiGPU and how does it make things better?Įxplicit mGPU refers to the explicit control over graphics hardware (only possible in DX12) by the game itself as opposed to an implicit (DX11) implementation which by nature is mostly invisible to the app.Įxplicit mGPU comes in two flavors: homogeneous, and heterogeneous. Update: The UWP version is now live! Here’s the link. Read below for details on what mGPU scaling is, where these gains are coming from and what this all means for the future of high performance gaming. In some configurations, you can even see up to 40% better mGPU scaling over DX11. This app, developed by Crystal Dynamics and Nixxes, even shows how explicit DX12 mGPU can win over DX11 implicit mGPU. Using the low level DX12 API, Rise of the Tomb Raider was able to achieve extremely good CPU efficiency and in doing so, extract more GPU power in a mGPU system than was possible before. Rise of the Tomb Raider is the first title to implement explicit MultiGPU (mGPU) on CrossFire/SLI systems using the DX12 API.












Ark directx 12